Smash Up: It's Your Fault Rules
Smash Up: It's Your Fault Rules
It's Your Fault adds five fan-selected factions: Dragons, Mythic Greeks, Sharks, Tornados, and Superheroes. Use the normal Smash Up rules, with the current AEG errata and later official Titans noted below.
Dragons
Dragons hinder opponents at particular bases and can lower the VP value or effective breakpoint of a base.
Great Wyrm and Ruins: Their VP reduction affects the VP award printed on the scoring base. It does not reduce VP granted separately by another ability.
Dangerous Ground: Use AEG's current functional errata. The opposing player plays the minion, then must discard a card; the discard is not a prerequisite that can prevent the minion from being played.
Bring Down the Walls: Use the current AEG text, including its before-scoring Special extra-minion timing.
Raze: Canceling a base's ability does not erase the base's breakpoint or VP values; it cancels the printed ability text according to the normal cancellation rules.
Mythic Greeks
Mythic Greeks reward Action plays with additional power and +1 counters.
Argonaut: When an ability gives you an extra Action play, Argonaut may be used as the permitted substitution when its current text allows it. It is still a minion play and can trigger abilities that care about playing a minion. It cannot substitute where an effect requires a specific Action card or requires playing an Action on a minion.
Heracles and Odysseus: Their “after an Action is played” triggers respond to the completed Action play as described by the current card text. “Any player” includes you.
Jason: Use AEG's current functional errata: once per turn, after you play an Action, you may choose a base and give your minions there the temporary bonus. The older restriction tied to only the first Action of the turn is obsolete.
Spartan: Use the current AEG wording. Its once-per-turn counter trigger occurs after you play an Action rather than depending on the old printed timing.
Sharks
Sharks destroy minions and gain power or extra plays from those destructions.
Hammerhead: If several minions at its base are destroyed at the same time, Hammerhead receives a +1 power counter for each destroyed minion.
Mako: After you destroy a minion on any base, a Mako in your hand may be played at that destroyed minion's base as an extra minion. If an effect such as Torn Apart draws the Mako as part of the destruction sequence, AEG allows that newly drawn Mako to use the trigger when timing permits.
Chum: The destroyed minion that generates its counter may be at any base, not only the base containing the minion with Chum.
Helicoprion: This later official Titan builds counters while out of play and may enter after enough destruction activity. Once in play it can move toward a destroyed minion's base or add power counters, and its Talent recycles small minions or finds Mako.
Tornados
Tornados move both friendly and opposing minions and frequently alter a base immediately before scoring.
Twister: Twister may choose itself as the minion it moves.
Trade Winds: The card needs two eligible minions. If there is only one eligible minion in play, it cannot simply move that one minion by itself.
Not in Kansas: The base and Actions played on the base or on minions there are destroyed/replaced as stated, but the minions themselves remain and now occupy the replacement base.
Ripped Off: Preserve the distinction between Actions played on bases and Actions played on minions when transferring them.
Category 5: This later official Titan can enter after two or more minions have moved in a turn. Its trigger for movement is based on one or more of your minions moving to or from its base, and its Talent can move the Titan or add a counter.
Superheroes
Superheroes use low-power Mild-Mannered Citizens to transform into powerful unique minions.
Captain Amazing: Its Talent boosts your minions that are already at the base when the Talent resolves. Minions played later do not inherit that already-created effect.
Mind Lady: Once it cancels a minion's abilities, the cancellation lasts until the stated time even if Mind Lady later leaves play.
Justice Friends: The temporary +2 applies to your qualifying power-5-or-more minions already in play when the Action resolves; later minions do not gain it.
Mild-Mannered Citizen: Its start-of-turn transformation destroys the Citizen and searches for the qualifying stronger minion. If the Citizen cannot be destroyed because of protection, apply the current wording carefully rather than assuming the destruction occurred.
The Everything Glove: This later official Titan may enter after one of your minions is destroyed. It protects your small minions at its base from other players' abilities and can provide an extra small-minion play or a card draw.
Accessibility play notes
For Dragons, announce every base ability being canceled and every VP or breakpoint modifier separately. For Mythic Greeks, announce each Action play and then each resulting once-per-turn trigger so counters are not missed. For Sharks, announce every destruction before resolving all “after destruction” reactions; if multiple minions are destroyed simultaneously, state the complete list first.
For Tornados, always announce the origin and destination base of every move. For Superheroes, announce when a Mild-Mannered Citizen is destroyed, which qualifying minion is being searched for, and the exact base where it is played. Keep Titan positions tactile and announce every Titan move and counter change.